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Unread 11-01-2010, 14:22
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Re: Effective Drive Base

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Originally Posted by dustinjeremy2k View Post
I'd like to encourage teams to draw lots of diagrams, mock up rolling chassis, and think about the assumptions you are making before designing a "drive base".

Basics
4WD skid - simple, effective, stable climber. If it's designed to stand a chance in a pushing contest, it won't be very maneuverable.
6WD skid / tank tread - a bit heavier, more moving parts, NOT a very stable climber, much more maneuverable, still good at pushing (Usually the best "compromise" chassis, but not this year).
Omni / Holonomic - very versatile, simple, maneuverable, but you're on roller skates, and can't climb well (or at all).
Crab / Swerve - similar to above but with superior traction, superior handling, more complex, many moving parts, not likely to be a good climber. Does not (usually) rotate the chassis efficiently which could lead to more complex (multi-sided) game mechanisms.

I think the best drive systems will be some sort of hybrid between two of the basics. I would NOT use a tread or a crab to climb... good luck to those who try it! (And do you really need to climb anyway?) If you do, you might want to bring a big tool box to the competitions!

Enjoy!
The advice about checking assumptions and making design drawings and models is excellent, and there is a good list of drive concepts to consider here, as well.

However I would strongly encourage teams to check the assumptions made in the "basics" section of this post for themselves by looking at successful ramp climbers from the Aim High game, and step climbers from the First Frenzy game. Some of what is listed there, although no doubt well-intentioned, doesn't reflect my personal observations of drive train abilities over the past six years.

Jason
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Unread 11-01-2010, 14:35
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Re: Effective Drive Base

Quote:
Originally Posted by dtengineering View Post
The advice about checking assumptions and making design drawings and models is excellent, and there is a good list of drive concepts to consider here, as well.

However I would strongly encourage teams to check the assumptions made in the "basics" section of this post for themselves by looking at successful ramp climbers from the Aim High game, and step climbers from the First Frenzy game. Some of what is listed there, although no doubt well-intentioned, doesn't reflect my personal observations of drive train abilities over the past six years.

Jason
You beat me to this post.

Never rule out unconventional drivetrains that would seem like a waste on a flat field either. Maybe it's not so good to limit your options to the 5 drivetrains on that list. I don't know.

I would completely rule out swerve drive if you've never built one before. Knowing your limits is key.
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